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These are the user uploaded subtitles that are being translated: 1 00:00:06,600 --> 00:00:09,366 hello and welcome back to nuke 2 3 1 2 00:00:09,366 --> 00:00:11,866 nuke compositing best practices 3 00:00:11,866 --> 00:00:13,133 this is Victor Perez 4 00:00:13,133 --> 00:00:14,099 and in this class 5 00:00:14,100 --> 00:00:15,600 we are going to discuss 6 00:00:15,600 --> 00:00:18,833 how to blend pre multiplyed images 7 00:00:18,866 --> 00:00:20,599 without destroying 8 00:00:20,600 --> 00:00:23,666 the grainy structure in the soft areas 9 00:00:23,666 --> 00:00:28,866 okay so let's start by presenting the most common 10 00:00:28,966 --> 00:00:30,066 case scenario 11 00:00:30,066 --> 00:00:32,899 which is a premortified CG 12 00:00:33,366 --> 00:00:36,733 to be mixed with a live action image 13 00:00:36,733 --> 00:00:38,299 so as you know 14 00:00:38,300 --> 00:00:39,400 what you are going to do 15 00:00:39,400 --> 00:00:43,333 is to match the grain from the original plate 16 00:00:43,333 --> 00:00:46,399 and apply it to the CG image 17 00:00:46,500 --> 00:00:47,700 okay in this class 18 00:00:47,700 --> 00:00:51,100 we are not going to discuss how to match the grain 19 00:00:51,166 --> 00:00:54,599 what I'm interested here is to understand 20 00:00:54,700 --> 00:00:58,266 how the grain is going to blend in the soft areas 21 00:00:58,266 --> 00:01:03,199 or even in other areas that are not in the alpha 22 00:01:03,266 --> 00:01:08,099 okay so let's start by understanding what is actually 23 00:01:08,300 --> 00:01:10,966 an application of the grain well 24 00:01:10,966 --> 00:01:13,699 let me tell you that applying the grain to an image 25 00:01:13,700 --> 00:01:16,966 is exactly the same as applying a color correction 26 00:01:16,966 --> 00:01:19,999 so this is my CG image 27 00:01:20,000 --> 00:01:24,166 okay so what I'm doing in here is applying grain 28 00:01:24,300 --> 00:01:27,600 and what this grain is actually doing 29 00:01:27,600 --> 00:01:31,866 is randomizing the frequency of those values 30 00:01:31,933 --> 00:01:35,633 so let's understand the concept of frequency 31 00:01:36,166 --> 00:01:37,566 to continue further 32 00:01:37,566 --> 00:01:40,166 so imagine that in here 33 00:01:40,466 --> 00:01:43,333 we have just a gradient okay 34 00:01:43,333 --> 00:01:45,733 it's just a linear gradient 35 00:01:45,733 --> 00:01:48,633 from zero value to value one 36 00:01:48,800 --> 00:01:49,466 in this case 37 00:01:49,466 --> 00:01:52,999 we are not displaying the gradient linearly 38 00:01:53,000 --> 00:01:56,166 because we are applying an s R 39 00:01:56,166 --> 00:01:59,699 G B call or look up to the beware process 40 00:01:59,700 --> 00:02:02,700 okay so if I deactivate that input 41 00:02:02,700 --> 00:02:04,566 known as you can see now 42 00:02:04,566 --> 00:02:09,299 is clearly a gradient from 0 to 1 43 00:02:09,300 --> 00:02:14,133 okay so let's analyze that using a slice 2 44 00:02:14,133 --> 00:02:18,399 okay you can find this is slice 2 on Wikipedia 45 00:02:18,900 --> 00:02:21,733 this has been created by Frank Rooter 46 00:02:21,733 --> 00:02:25,833 so what this is doing is actually analyzing every pixel 47 00:02:25,966 --> 00:02:28,566 below this yellow line 48 00:02:28,966 --> 00:02:30,766 and is putting the 49 00:02:30,966 --> 00:02:34,366 x coordinates as the special coordinates 50 00:02:34,366 --> 00:02:38,399 so left in here is left to the x 51 00:02:38,600 --> 00:02:45,100 and right here is the right of the x axis okay 52 00:02:45,100 --> 00:02:50,000 while the y axis is representing 0 53 00:02:50,000 --> 00:02:52,000 and the top is representing 1 54 00:02:52,000 --> 00:02:54,766 so this side is normalized 55 00:02:54,766 --> 00:02:57,466 okay so the higher is the value 56 00:02:57,466 --> 00:02:59,666 the higher in position of 57 00:02:59,666 --> 00:03:03,899 why is going to be the pixel represented in this line 58 00:03:03,900 --> 00:03:06,333 okay as you can see clearly 59 00:03:06,333 --> 00:03:09,066 this is a linear ramp okay 60 00:03:09,800 --> 00:03:14,033 so what if I apply the grain okay 61 00:03:14,133 --> 00:03:15,033 let's have a look 62 00:03:15,466 --> 00:03:16,999 well as you can see 63 00:03:17,066 --> 00:03:20,666 the overall ramp is still there 64 00:03:21,100 --> 00:03:23,266 what is actually happening is 65 00:03:23,266 --> 00:03:25,666 every pixel below the line 66 00:03:25,666 --> 00:03:30,299 is now getting a randomization because of the grain 67 00:03:30,300 --> 00:03:32,000 okay so in here 68 00:03:32,000 --> 00:03:33,200 as you can see 69 00:03:33,700 --> 00:03:38,866 you are finding tiny directions up and down 70 00:03:39,333 --> 00:03:42,566 on every single pixel of the RAM 71 00:03:42,566 --> 00:03:45,066 so if I go to the grain amount 72 00:03:45,466 --> 00:03:47,633 and I increase the amount 73 00:03:47,700 --> 00:03:50,633 what I'm doing is adding more contrast 74 00:03:50,666 --> 00:03:54,733 from the highest to the lowest part of the grain 75 00:03:54,733 --> 00:03:58,466 okay so I'm going to reset that to 1 76 00:03:58,500 --> 00:04:02,966 and that is the amplitude of the frequency 77 00:04:03,000 --> 00:04:04,166 but actually 78 00:04:04,166 --> 00:04:06,066 the frequency is 79 00:04:06,666 --> 00:04:09,066 the change that you are getting 80 00:04:09,066 --> 00:04:12,533 from one point of the curve to another 81 00:04:12,533 --> 00:04:16,433 so in here the frequency is quite high 82 00:04:16,700 --> 00:04:19,566 but if I apply a blur 83 00:04:19,566 --> 00:04:20,599 for instance 84 00:04:21,400 --> 00:04:23,466 see that now 85 00:04:23,866 --> 00:04:24,899 you can see 86 00:04:24,900 --> 00:04:27,833 this is like a wave now okay 87 00:04:28,366 --> 00:04:30,633 if I remove the blur 88 00:04:30,700 --> 00:04:31,733 you are going to see like 89 00:04:31,733 --> 00:04:34,133 the values are going up and down 90 00:04:34,133 --> 00:04:34,666 up and down 91 00:04:34,666 --> 00:04:35,333 up and down 92 00:04:35,333 --> 00:04:38,199 without the shape of the wave 93 00:04:38,200 --> 00:04:39,266 as before okay 94 00:04:39,266 --> 00:04:40,299 even sometimes 95 00:04:40,300 --> 00:04:41,433 you can finding here 96 00:04:41,500 --> 00:04:42,566 but have a look at this 97 00:04:42,566 --> 00:04:44,633 happening to the actual image 98 00:04:44,733 --> 00:04:48,966 see the more I increasing 99 00:04:50,566 --> 00:04:51,366 the blur 100 00:04:52,766 --> 00:04:54,333 the value in here 101 00:04:54,333 --> 00:04:58,466 of that randomization is being lost okay 102 00:04:58,533 --> 00:05:02,866 because the blur is actually a high frequency filter 103 00:05:02,866 --> 00:05:06,033 okay but have a look at the ramp 104 00:05:06,200 --> 00:05:08,666 before and after the process 105 00:05:08,700 --> 00:05:11,566 see the RAM is actually the same 106 00:05:11,966 --> 00:05:14,233 well quite close okay 107 00:05:14,600 --> 00:05:16,266 but it's not changing 108 00:05:16,266 --> 00:05:19,699 that is because the grain is not actually changing 109 00:05:19,700 --> 00:05:22,700 the predominant colour of the image 110 00:05:22,700 --> 00:05:24,533 and that is supposed to be like that 111 00:05:24,533 --> 00:05:27,333 if you are changing the colour of an image 112 00:05:27,333 --> 00:05:28,533 because of the grain 113 00:05:28,533 --> 00:05:30,466 then you are in trouble okay 114 00:05:30,466 --> 00:05:33,899 so the grain is actually creating a 115 00:05:33,966 --> 00:05:35,566 Saildo randomization 116 00:05:35,566 --> 00:05:37,966 what I mean with Saildo randomization 117 00:05:37,966 --> 00:05:39,133 is because in computer 118 00:05:39,133 --> 00:05:42,099 you cannot create fully randomize 119 00:05:42,100 --> 00:05:43,733 like the chaos okay 120 00:05:43,733 --> 00:05:45,799 you are creating a pattern 121 00:05:46,000 --> 00:05:48,900 that is looking like a randomization 122 00:05:48,900 --> 00:05:50,166 and this is very important 123 00:05:50,166 --> 00:05:52,833 because sometimes we are going to need to get 124 00:05:52,933 --> 00:05:55,399 the exact randomization 125 00:05:55,400 --> 00:05:56,666 from this note 126 00:05:56,700 --> 00:05:58,166 and from another note 127 00:05:58,166 --> 00:06:01,099 that we are going to see later in this class 128 00:06:01,100 --> 00:06:04,266 okay so I'm going to delete this blur 129 00:06:04,866 --> 00:06:09,733 so you know now that this is just a color correction 130 00:06:09,733 --> 00:06:15,533 so one of the main rules of compositing is 131 00:06:15,533 --> 00:06:18,999 every time you are applying a color correction 132 00:06:19,200 --> 00:06:21,700 to promote applied image 133 00:06:21,966 --> 00:06:27,499 you always have to apply the color correction on 134 00:06:27,800 --> 00:06:30,600 in an unpremorted state okay 135 00:06:30,600 --> 00:06:35,833 so we am pre multiply the image as return with the srgb 136 00:06:36,333 --> 00:06:38,599 then we apply the grain 137 00:06:38,866 --> 00:06:45,099 okay and then we pre multiply the image again okay 138 00:06:45,100 --> 00:06:46,800 so that way 139 00:06:46,800 --> 00:06:51,566 we are preserving every constant uh 140 00:06:51,566 --> 00:06:53,699 grain in every pixel 141 00:06:53,700 --> 00:06:57,166 even when we are getting semi transparent areas 142 00:06:57,166 --> 00:07:02,766 okay well sometimes you can find that notes 143 00:07:02,766 --> 00:07:04,866 like the grain in here 144 00:07:04,866 --> 00:07:07,166 grain have this 145 00:07:07,166 --> 00:07:09,266 apply only through alpha 146 00:07:09,933 --> 00:07:14,833 what this mean is quite similar to the ampromode 147 00:07:15,066 --> 00:07:17,666 ampromode then after the grain 148 00:07:17,733 --> 00:07:19,733 but it's not exactly the same as 149 00:07:19,733 --> 00:07:23,866 it's not the same to use a mask for a color correction 150 00:07:23,866 --> 00:07:27,066 or to use the alpha in the unpremot obligation 151 00:07:27,066 --> 00:07:29,299 and then premot obligation okay 152 00:07:29,300 --> 00:07:30,500 but for the green 153 00:07:30,500 --> 00:07:33,700 this rule has 13 exceptions 154 00:07:33,700 --> 00:07:36,400 because when you are actually getting 155 00:07:37,100 --> 00:07:39,266 the semi transparent areas 156 00:07:39,266 --> 00:07:40,766 what you are doing 157 00:07:40,800 --> 00:07:44,866 is mixing the grain from the original plate 158 00:07:45,133 --> 00:07:46,766 okay the grain in there 159 00:07:46,933 --> 00:07:50,166 with the grain on your CG 160 00:07:50,666 --> 00:07:52,266 and you know 161 00:07:52,866 --> 00:07:54,599 green plus grain 162 00:07:54,600 --> 00:07:57,700 is not equals twice the grain 163 00:07:58,300 --> 00:08:00,600 but it's actually the other way around 164 00:08:00,600 --> 00:08:02,233 when you are mixing grain 165 00:08:02,966 --> 00:08:05,366 you're getting actually less grain 166 00:08:05,533 --> 00:08:07,366 so let me show you here 167 00:08:07,366 --> 00:08:09,299 for instance this rum 168 00:08:09,300 --> 00:08:11,766 which is exactly the same as before I use 169 00:08:11,766 --> 00:08:12,766 yes another note 170 00:08:12,766 --> 00:08:14,399 but this is 171 00:08:15,500 --> 00:08:16,500 this lies too 172 00:08:16,500 --> 00:08:17,766 as before now 173 00:08:17,766 --> 00:08:19,366 is way clear 174 00:08:19,366 --> 00:08:21,299 that you are having randomization 175 00:08:21,366 --> 00:08:22,399 as you can see 176 00:08:23,133 --> 00:08:24,466 okay and here 177 00:08:25,266 --> 00:08:26,266 is the same 178 00:08:26,866 --> 00:08:30,366 but have a look what's happening when I'm 179 00:08:31,100 --> 00:08:33,833 averaging this and this grain 180 00:08:34,400 --> 00:08:37,966 and notice that they both have a different seed 181 00:08:37,966 --> 00:08:41,766 so they are actually the same pattern of the grain 182 00:08:41,766 --> 00:08:43,366 but in different moments 183 00:08:43,366 --> 00:08:47,699 okay so they are not at the same randomization time 184 00:08:47,700 --> 00:08:50,700 okay so if I average those 185 00:08:51,066 --> 00:08:52,433 and I have a look at that 186 00:08:52,933 --> 00:08:54,633 have a look at this curve 187 00:08:57,400 --> 00:08:58,200 see 188 00:08:59,500 --> 00:09:01,566 it's clear in here 189 00:09:02,000 --> 00:09:04,900 when I deactivate the average 190 00:09:05,733 --> 00:09:07,399 the grain expands 191 00:09:07,600 --> 00:09:10,400 but you don't need to have this 192 00:09:10,400 --> 00:09:11,900 is licensed to notice it 193 00:09:11,900 --> 00:09:13,466 you can just go here 194 00:09:14,500 --> 00:09:18,300 and notice that when I am activating the average 195 00:09:19,300 --> 00:09:22,766 the grain seems to slightly disappear 196 00:09:23,133 --> 00:09:25,533 um this is actually one of the tricks 197 00:09:25,533 --> 00:09:29,366 to create a plate without the grain 198 00:09:29,366 --> 00:09:32,999 you just blends the plate if the plate is not moving 199 00:09:33,000 --> 00:09:35,600 so you are going to get everything 200 00:09:35,600 --> 00:09:37,100 with all the frequencies 201 00:09:37,100 --> 00:09:39,766 of the grain just being average 202 00:09:39,766 --> 00:09:43,399 so they are going to disappear at the end of the day 203 00:09:43,400 --> 00:09:48,066 okay so I put another example in here with this 204 00:09:48,266 --> 00:09:51,966 using four grains and see 205 00:09:53,366 --> 00:09:56,833 the more you are going to to add to the average 206 00:09:56,900 --> 00:10:00,466 the more you are going to restore the original shape 207 00:10:00,666 --> 00:10:01,599 of the rump 208 00:10:01,666 --> 00:10:06,199 okay so the frequencies are fighting against each other 209 00:10:06,200 --> 00:10:11,033 okay so this is the problem of mixing the grain 210 00:10:11,066 --> 00:10:14,166 so that's why I'm going to spend this glass 211 00:10:14,166 --> 00:10:16,966 just to show you how is the right way 212 00:10:16,966 --> 00:10:20,866 or the right ways of creating the grain 213 00:10:20,866 --> 00:10:24,299 when you are applying mainly soft patches 214 00:10:24,300 --> 00:10:27,266 okay so in here 215 00:10:28,500 --> 00:10:33,600 if I apply the alpha instead of the primotification 216 00:10:33,600 --> 00:10:35,900 the result is going to be quite close 217 00:10:36,000 --> 00:10:38,333 still not the same well 218 00:10:38,333 --> 00:10:42,633 sometimes is gonna work this way with the amprimote 219 00:10:42,900 --> 00:10:44,200 and then the promote 220 00:10:44,200 --> 00:10:48,000 so the classic color correction amprimote application 221 00:10:48,133 --> 00:10:50,666 and then sometimes you are going to find 222 00:10:50,666 --> 00:10:53,833 that is going to be better just to apply a mask 223 00:10:53,933 --> 00:10:54,699 in this case 224 00:10:54,700 --> 00:10:57,266 if I want to create the same effect 225 00:10:57,266 --> 00:11:00,366 of the primo application set with the Alpha 226 00:11:00,366 --> 00:11:02,166 I'm going to use a shuffle 227 00:11:03,766 --> 00:11:07,266 in here I'm going to call the postage stamp 228 00:11:07,466 --> 00:11:08,666 and now I'm going to put 229 00:11:09,000 --> 00:11:11,900 for the sake of visualizing everything 230 00:11:12,700 --> 00:11:14,500 this in the alpha 231 00:11:14,500 --> 00:11:16,700 okay so this is the alpha 232 00:11:17,333 --> 00:11:20,299 and now I'm going to deactivate that 233 00:11:20,300 --> 00:11:23,200 because I don't want to apply twice the same effect 234 00:11:23,466 --> 00:11:24,966 and now I'm going to call 235 00:11:26,166 --> 00:11:27,299 the key mix 236 00:11:27,400 --> 00:11:31,000 okay so I'm going to apply this on the sides 237 00:11:31,766 --> 00:11:34,399 then this on the other side 238 00:11:34,400 --> 00:11:37,000 because I want to have before the grain 239 00:11:37,000 --> 00:11:38,633 and after the grain 240 00:11:40,066 --> 00:11:43,533 okay so here you are 241 00:11:43,533 --> 00:11:45,366 and now the mask 242 00:11:45,366 --> 00:11:47,833 okay and this 243 00:11:49,200 --> 00:11:51,466 is the mask that is dealing with that 244 00:11:51,466 --> 00:11:55,266 so I'm going to invert the mask okay 245 00:11:55,266 --> 00:12:00,699 so now I'm applying the grain just through the alpha 246 00:12:00,800 --> 00:12:05,533 and why I'm spending that much with the alpha 247 00:12:05,533 --> 00:12:07,066 or the Primo duplication 248 00:12:07,066 --> 00:12:08,699 have a look what's happening 249 00:12:08,866 --> 00:12:14,066 when I'm not applying any kind of limit to the alpha 250 00:12:14,133 --> 00:12:16,599 or to the area of interest 251 00:12:16,666 --> 00:12:18,766 so if you go to the original 252 00:12:18,766 --> 00:12:20,366 and now everything 253 00:12:20,866 --> 00:12:23,299 the limiters have been deactivated 254 00:12:23,366 --> 00:12:26,299 if I rising here the gamma 255 00:12:26,300 --> 00:12:29,366 you will see that the grain has been double 256 00:12:30,733 --> 00:12:32,999 see and this is an error 257 00:12:33,000 --> 00:12:35,866 because you are touching the background plate 258 00:12:35,866 --> 00:12:36,533 and remember 259 00:12:36,533 --> 00:12:39,633 one of the golden rules is never to touch 260 00:12:39,666 --> 00:12:41,866 the background plate if you don't need it 261 00:12:41,866 --> 00:12:44,933 okay so this is adding just an issue 262 00:12:44,933 --> 00:12:48,099 so that's why we're going to use this 263 00:12:48,733 --> 00:12:49,999 that is going to limit 264 00:12:50,133 --> 00:12:55,266 using the alpha masking or the amp multiply 265 00:12:55,266 --> 00:12:58,266 okay and you will find that is quite similar 266 00:12:58,366 --> 00:12:59,499 the difference is 267 00:12:59,500 --> 00:13:03,333 you can play a beat with the density of the alpha 268 00:13:03,333 --> 00:13:06,699 if you are using the key mix option 269 00:13:06,766 --> 00:13:08,866 what I mean is in here 270 00:13:09,333 --> 00:13:11,599 I can place a great 271 00:13:12,866 --> 00:13:15,666 and I'm going to use just the alpha channel 272 00:13:15,700 --> 00:13:17,033 and then with the gamma 273 00:13:17,566 --> 00:13:19,599 I can increase or decrease 274 00:13:19,700 --> 00:13:21,766 and you will notice that in here 275 00:13:21,766 --> 00:13:24,966 in this area that is coming through the window 276 00:13:25,133 --> 00:13:28,366 you're going to apply more or less 277 00:13:29,533 --> 00:13:32,799 okay so the question is 278 00:13:32,800 --> 00:13:36,933 when you need to apply more or less grain 279 00:13:36,933 --> 00:13:42,099 through semi transparency or using the soft edges 280 00:13:42,266 --> 00:13:46,699 then you can use this Chemix option okay 281 00:13:47,100 --> 00:13:49,066 yes to apply the grain 282 00:13:49,066 --> 00:13:51,566 but this is the easiest example 283 00:13:51,566 --> 00:13:52,366 because of course 284 00:13:52,366 --> 00:13:54,699 in here we have the semi transparency 285 00:13:54,700 --> 00:13:57,400 already baked in the alpha 286 00:13:57,400 --> 00:14:00,566 but what happened when that 287 00:14:00,566 --> 00:14:04,333 semi transparency is not reflected in the alpha channel 288 00:14:04,333 --> 00:14:06,266 and is it possible 289 00:14:06,266 --> 00:14:07,366 of course it is 290 00:14:07,366 --> 00:14:11,499 because you can get volumetic light 291 00:14:11,700 --> 00:14:13,500 or incandin sense 292 00:14:13,500 --> 00:14:16,766 or kind of a glowy light from your CG 293 00:14:17,133 --> 00:14:20,766 and that is not going to be reflected in the alpha 294 00:14:20,766 --> 00:14:23,833 because that is going to be at 295 00:14:24,200 --> 00:14:26,300 to the resulting image at the end 296 00:14:26,300 --> 00:14:29,900 so remember that the other whatever is not in the 297 00:14:29,900 --> 00:14:33,733 in the alpha is just going to be like a plus operation 298 00:14:33,733 --> 00:14:37,599 okay so I prepare for you in here 299 00:14:38,866 --> 00:14:40,099 this option 300 00:14:40,100 --> 00:14:42,566 okay which is 301 00:14:42,566 --> 00:14:46,399 let me deactivate the set of the grain for a sec 302 00:14:46,400 --> 00:14:48,900 so you can see the result without the grain 303 00:14:48,933 --> 00:14:50,899 so what happens 304 00:14:50,900 --> 00:14:51,766 for instance 305 00:14:51,766 --> 00:14:55,466 if I get those lens flares in there 306 00:14:55,733 --> 00:14:58,666 so if you have a look at the CG 307 00:14:59,200 --> 00:15:01,333 the Alpha is exactly the same 308 00:15:01,333 --> 00:15:06,166 because those lens flares are not solid 309 00:15:06,166 --> 00:15:08,666 are just light to be at on top 310 00:15:08,666 --> 00:15:09,799 in this case 311 00:15:09,800 --> 00:15:11,600 for the sake of this example 312 00:15:11,600 --> 00:15:18,533 I yet the flares over the CG branch of my compositing 313 00:15:18,533 --> 00:15:21,466 you can add it at the end when everything is mixed 314 00:15:21,533 --> 00:15:24,333 but again you're going to have the same problem 315 00:15:24,333 --> 00:15:27,766 is those flares has no grain 316 00:15:27,800 --> 00:15:30,466 and that is quite unnatural okay 317 00:15:31,100 --> 00:15:36,666 so what if I apply the same trick as before 318 00:15:36,800 --> 00:15:41,500 so using the amp remote and then the grain 319 00:15:41,500 --> 00:15:43,033 and then the promote 320 00:15:43,466 --> 00:15:44,266 here you are 321 00:15:45,600 --> 00:15:52,400 you just kill your flares outside the Alpha okay 322 00:15:52,800 --> 00:15:54,200 and this is why 323 00:15:54,666 --> 00:15:58,499 because the alpha now on after the grain 324 00:15:58,866 --> 00:16:02,933 is going to crop everything that is in black in there 325 00:16:02,933 --> 00:16:06,866 and because your flares have no alpha 326 00:16:06,900 --> 00:16:09,133 they are going to be crop out 327 00:16:09,133 --> 00:16:13,099 so this is a narrow okay 328 00:16:13,166 --> 00:16:15,433 um you can also propose 329 00:16:15,700 --> 00:16:18,900 yeah why don't we use this trick 330 00:16:19,200 --> 00:16:21,700 the one of just as pleating the alpha 331 00:16:22,000 --> 00:16:23,500 then grading the alpha 332 00:16:23,666 --> 00:16:27,033 and then applying the mask for the alpha 333 00:16:27,133 --> 00:16:29,266 just to be dealing with the green 334 00:16:29,266 --> 00:16:30,366 well actually 335 00:16:30,366 --> 00:16:32,866 that is going to be exactly the same problem 336 00:16:32,866 --> 00:16:34,599 because the alpha 337 00:16:34,900 --> 00:16:39,233 he's not covering that area of the flares 338 00:16:39,266 --> 00:16:41,933 so you are going to apply the grain in here 339 00:16:41,933 --> 00:16:43,466 but nothing in there 340 00:16:43,466 --> 00:16:46,799 and probably is not going to be that visible okay 341 00:16:46,800 --> 00:16:50,266 so you are going to have the grain in the solid areas 342 00:16:50,266 --> 00:16:51,399 and no grain in there 343 00:16:51,400 --> 00:16:54,000 that at the end of the day is going to mix 344 00:16:54,566 --> 00:16:56,799 so if you see here 345 00:16:56,800 --> 00:16:58,466 this is exactly the same 346 00:16:59,200 --> 00:17:02,366 you are going to miss the grain in this area 347 00:17:02,700 --> 00:17:03,300 I'm probably 348 00:17:03,300 --> 00:17:06,800 is going to mix with the grain that is already in there 349 00:17:06,900 --> 00:17:09,166 but he's not correct 350 00:17:09,266 --> 00:17:12,499 because you are not adding the same amount 351 00:17:12,600 --> 00:17:16,433 of grain to the flare as is expected 352 00:17:16,533 --> 00:17:20,099 so we need to calculate a work around for that 353 00:17:20,400 --> 00:17:22,400 so for this instance 354 00:17:22,400 --> 00:17:28,000 what we need to get is away of extracting that effect 355 00:17:28,100 --> 00:17:29,833 just to be isolated 356 00:17:29,866 --> 00:17:32,699 and apply the grain just to the effect 357 00:17:32,700 --> 00:17:34,500 and then applying the grain 358 00:17:34,500 --> 00:17:37,200 just for the solid areas of the alpha 359 00:17:37,200 --> 00:17:41,766 okay so we're going to talk about effect separation 360 00:17:41,766 --> 00:17:44,866 okay so in here 361 00:17:45,000 --> 00:17:51,166 what I did is just to create a silly render in here 362 00:17:51,166 --> 00:17:52,799 just put a group 363 00:17:52,966 --> 00:17:56,166 just to make you think what to do 364 00:17:56,166 --> 00:17:58,599 when your barometric lights 365 00:17:58,600 --> 00:18:01,366 or your effects that are not in the alpha 366 00:18:01,500 --> 00:18:03,400 are baked in your render 367 00:18:03,400 --> 00:18:06,600 so if you want to grain that 368 00:18:06,700 --> 00:18:08,766 you need to figure out a way of 369 00:18:08,866 --> 00:18:12,299 getting the effect out of the render okay 370 00:18:13,266 --> 00:18:15,366 another thing to mention is 371 00:18:15,366 --> 00:18:16,666 if you have the 372 00:18:17,000 --> 00:18:21,066 the flares separate in here 373 00:18:21,066 --> 00:18:23,566 you can also propose me ah yeah 374 00:18:23,566 --> 00:18:27,799 why don't we apply the grain just to the flares 375 00:18:28,533 --> 00:18:32,166 and then mix everything together again 376 00:18:33,600 --> 00:18:36,766 well what is actually happening is 377 00:18:36,766 --> 00:18:40,799 you are going to add graining here for the car 378 00:18:40,800 --> 00:18:43,866 and then you're going to add more graining here 379 00:18:43,866 --> 00:18:44,766 for the lens flare 380 00:18:44,766 --> 00:18:46,766 so hmm yeah 381 00:18:46,766 --> 00:18:48,299 probably is gonna work 382 00:18:48,300 --> 00:18:51,900 but is not a good mathematically correct approach 383 00:18:51,900 --> 00:18:53,800 okay so remember 384 00:18:53,866 --> 00:18:54,499 in compositing 385 00:18:54,500 --> 00:18:55,533 everything is cheating 386 00:18:55,533 --> 00:18:58,066 so whatever is going to work is going to work 387 00:18:58,066 --> 00:19:00,066 so nothing to say about that 388 00:19:00,066 --> 00:19:01,899 but if you want to find 389 00:19:01,900 --> 00:19:05,233 a procedural way of getting to a good result 390 00:19:05,300 --> 00:19:08,166 this is how I'm going to show you 391 00:19:08,166 --> 00:19:13,299 okay so I'm going to revert to the flares in there 392 00:19:13,500 --> 00:19:15,633 and in here 393 00:19:15,866 --> 00:19:18,699 what I did is baked everything in one notes 394 00:19:18,700 --> 00:19:23,600 so how can I great the areas beyond the alpha 395 00:19:23,600 --> 00:19:25,400 well in here 396 00:19:25,500 --> 00:19:30,466 what I did is just to create the same effect that the 397 00:19:30,533 --> 00:19:34,133 promote application is going to create with the grain 398 00:19:34,133 --> 00:19:36,499 okay so in here 399 00:19:36,933 --> 00:19:41,766 this is my car with the effect of the amprimote 400 00:19:41,766 --> 00:19:42,966 and then the primote 401 00:19:42,966 --> 00:19:46,033 so I'm just getting rid of the effect 402 00:19:46,333 --> 00:19:49,466 so what if I have this 403 00:19:50,066 --> 00:19:51,466 and I subtract 404 00:19:52,966 --> 00:19:56,899 this so this is what I'm doing actually with this merch 405 00:19:56,900 --> 00:19:59,500 this is an effect extraction 406 00:19:59,500 --> 00:20:02,200 you can use it for many other things okay 407 00:20:02,200 --> 00:20:05,266 so you have in here the minor 408 00:20:05,266 --> 00:20:07,466 so the original image 409 00:20:07,800 --> 00:20:11,033 minus the one with the effect we want to isolate 410 00:20:11,100 --> 00:20:14,600 and here we have the isolation 411 00:20:14,766 --> 00:20:17,833 okay and you can apply this even for the 412 00:20:17,933 --> 00:20:19,533 for this okay 413 00:20:19,533 --> 00:20:21,266 so if you have 414 00:20:23,600 --> 00:20:25,800 this minus that 415 00:20:29,133 --> 00:20:32,066 what you are going to get is just the flares okay 416 00:20:32,066 --> 00:20:36,599 so in case you have effects that are baked in the image 417 00:20:36,600 --> 00:20:38,500 or you need the image to process 418 00:20:38,500 --> 00:20:39,100 for instance 419 00:20:39,100 --> 00:20:41,300 to create a filter kick 420 00:20:41,300 --> 00:20:44,166 or a chromatic aberration or a nail 421 00:20:44,166 --> 00:20:48,633 or any other effects that requires the original image 422 00:20:48,666 --> 00:20:52,699 the way of extrapolating that effect after the process 423 00:20:52,700 --> 00:20:54,133 is using just this 424 00:20:54,133 --> 00:20:55,899 and then how do you mix it 425 00:20:55,900 --> 00:20:57,566 well it's really easy 426 00:20:57,900 --> 00:21:00,866 you put a minus to isolate 427 00:21:01,066 --> 00:21:05,499 then you put a blast to integrate 428 00:21:05,866 --> 00:21:07,099 okay but remember 429 00:21:07,100 --> 00:21:09,400 needs to be done with the original okay 430 00:21:09,700 --> 00:21:14,566 so that is the method for isolating the effect 431 00:21:14,733 --> 00:21:17,166 so in here we got that 432 00:21:17,166 --> 00:21:18,399 so we are going to have 433 00:21:18,400 --> 00:21:20,666 two different processes of the grain 434 00:21:20,900 --> 00:21:24,100 one for the areas of the alpha in here 435 00:21:24,133 --> 00:21:25,766 that is having this grain 436 00:21:26,366 --> 00:21:27,399 and the other 437 00:21:29,200 --> 00:21:32,566 for the areas that are not cover by the alpha 438 00:21:32,666 --> 00:21:36,633 so here what I'm doing is I'm going to apply the grain 439 00:21:36,800 --> 00:21:40,366 but remember that if I apply the grain to everything 440 00:21:40,866 --> 00:21:41,999 I'm going to have grain 441 00:21:42,000 --> 00:21:44,900 even in the areas I don't want the grain to be apply 442 00:21:44,900 --> 00:21:47,266 um because in here there is no alpha 443 00:21:47,500 --> 00:21:49,666 you need to invent the alpha yourself 444 00:21:49,666 --> 00:21:53,266 so if you are using just light 445 00:21:53,266 --> 00:21:54,799 um in this case 446 00:21:54,966 --> 00:21:57,399 the lens flare is just light 447 00:21:57,500 --> 00:22:00,366 what you should do is use aluminum ski 448 00:22:00,366 --> 00:22:02,799 so it's going to be base on the light 449 00:22:02,933 --> 00:22:04,933 so I'm in here 450 00:22:04,933 --> 00:22:07,966 just mixing the original without any grain 451 00:22:07,966 --> 00:22:10,733 and then the grain overall 452 00:22:10,733 --> 00:22:11,899 okay so now 453 00:22:11,900 --> 00:22:15,900 I'm going to deal with it using this luminance key 454 00:22:15,966 --> 00:22:19,066 okay so the luminance key here is just 455 00:22:19,266 --> 00:22:24,433 reflecting all the areas that are being touched by that 456 00:22:25,933 --> 00:22:26,999 luminance okay 457 00:22:27,000 --> 00:22:29,700 so here now 458 00:22:30,400 --> 00:22:31,566 as you can see 459 00:22:32,100 --> 00:22:35,100 I'm applying the grain on those areas 460 00:22:35,100 --> 00:22:36,866 but nothing beyond 461 00:22:36,866 --> 00:22:39,666 okay this is the difference okay 462 00:22:39,666 --> 00:22:42,533 so you can see that there is a tiny Halo 463 00:22:42,533 --> 00:22:46,166 where the green is just decading 464 00:22:46,166 --> 00:22:48,199 so is not going to be at full 465 00:22:48,200 --> 00:22:49,700 well that is normal 466 00:22:49,700 --> 00:22:51,966 and then you need to deal with that 467 00:22:52,100 --> 00:22:54,766 when you get the final image 468 00:22:54,766 --> 00:22:56,666 so here what I'm doing is 469 00:22:56,766 --> 00:23:01,466 I have the green with the premotified areas 470 00:23:01,466 --> 00:23:06,733 then the grain of the non premotified areas altogether 471 00:23:06,733 --> 00:23:08,599 using a plus okay 472 00:23:08,733 --> 00:23:12,266 and then in here you have altogether 473 00:23:12,300 --> 00:23:15,000 and not is that in here you have the grain 474 00:23:15,166 --> 00:23:19,899 see that is going to be a very tiny variation 475 00:23:20,133 --> 00:23:21,366 base is still there 476 00:23:21,500 --> 00:23:23,300 and that is important 477 00:23:23,366 --> 00:23:25,899 so if you want to change that 478 00:23:26,100 --> 00:23:28,966 you can change in the luminance key 479 00:23:29,966 --> 00:23:34,033 the amptitude of that area of the alpha 480 00:23:34,466 --> 00:23:37,266 the problem is the keyer 481 00:23:37,300 --> 00:23:39,600 the note has the limitation 482 00:23:39,600 --> 00:23:44,433 of just setting a black point and a white point 483 00:23:44,566 --> 00:23:47,499 but there is nothing to work in the middle 484 00:23:47,600 --> 00:23:49,900 what is called fall off 485 00:23:49,933 --> 00:23:51,966 or most simply 486 00:23:51,966 --> 00:23:54,766 the gamma between this and that point 487 00:23:54,766 --> 00:23:59,699 so I try not to use the luminance key much 488 00:23:59,700 --> 00:24:02,233 I mean the cure for the luminance key 489 00:24:02,333 --> 00:24:07,133 and I prefer to use my own luminance key setup 490 00:24:07,133 --> 00:24:11,799 so what I did in here is a variation of this 491 00:24:11,966 --> 00:24:16,566 where I can not only use the black and the white point 492 00:24:16,566 --> 00:24:19,866 but also use the gamma here 493 00:24:20,333 --> 00:24:22,966 as a feather fell off 494 00:24:22,966 --> 00:24:25,066 so I'm going to show you how I did it 495 00:24:25,066 --> 00:24:27,466 so this is my original image 496 00:24:28,566 --> 00:24:32,099 what I did is apply a saturation note okay 497 00:24:32,100 --> 00:24:35,500 you can find it in here saturation 498 00:24:35,866 --> 00:24:38,399 and I reduce the saturation to zero 499 00:24:38,400 --> 00:24:41,900 using the luminance math wreck 7:09 500 00:24:41,966 --> 00:24:45,466 which means what I'm going to get after this saturation 501 00:24:45,466 --> 00:24:48,533 is just the luminance of this image 502 00:24:48,533 --> 00:24:51,999 according to the standard of the Rex 7:09 503 00:24:52,000 --> 00:24:53,166 which is by the way 504 00:24:53,166 --> 00:24:56,966 the same standard that is using the luminance key okay 505 00:24:56,966 --> 00:25:03,233 so this is just creating the luminance map of my image 506 00:25:03,266 --> 00:25:05,866 then what I'm doing here with this grade 507 00:25:05,866 --> 00:25:08,933 is applying the same controls I have here 508 00:25:08,933 --> 00:25:12,266 so this point that is now at 0 0 509 00:25:12,266 --> 00:25:14,966 0 0 is the black point 510 00:25:15,000 --> 00:25:18,133 this here on top is the white point 511 00:25:18,133 --> 00:25:19,999 okay so what I did 512 00:25:20,100 --> 00:25:23,900 is just use the black point and the white point 513 00:25:23,900 --> 00:25:29,266 so I can set the amplitude of that luminance key 514 00:25:29,500 --> 00:25:30,866 but in here 515 00:25:30,866 --> 00:25:31,666 the difference on 516 00:25:31,666 --> 00:25:33,599 for me is a massive difference 517 00:25:33,600 --> 00:25:37,366 is you can study the decay of that mat 518 00:25:37,366 --> 00:25:39,566 so you can move in here 519 00:25:41,066 --> 00:25:42,666 and you can distribute 520 00:25:43,133 --> 00:25:46,533 how you want that gamma to appear 521 00:25:46,533 --> 00:25:47,933 the feather fall off 522 00:25:47,933 --> 00:25:48,699 for instance to 523 00:25:48,700 --> 00:25:51,466 to create a correlation with the roton out 524 00:25:51,466 --> 00:25:53,666 okay so in here 525 00:25:53,666 --> 00:25:55,466 if I apply that 526 00:25:56,166 --> 00:25:58,566 you're gonna notice very 527 00:25:58,566 --> 00:26:02,699 very tiny variation on how the grain is going to be 528 00:26:02,700 --> 00:26:06,266 apply through the semi transparent areas 529 00:26:06,266 --> 00:26:07,333 but even more 530 00:26:07,333 --> 00:26:11,499 you can just play with the white and black point 531 00:26:11,700 --> 00:26:15,400 and just to isolate that area and apply 532 00:26:15,666 --> 00:26:19,533 way more or less grain in the areas of your interest 533 00:26:19,533 --> 00:26:20,366 in this case 534 00:26:20,366 --> 00:26:22,333 is not going to be that visible 535 00:26:22,333 --> 00:26:23,599 but remember this 536 00:26:23,600 --> 00:26:25,200 when you are going to have 537 00:26:25,500 --> 00:26:29,766 quite contrast the areas in luminance terms okay 538 00:26:29,766 --> 00:26:31,499 something to keep in mind 539 00:26:31,500 --> 00:26:33,700 when you are creating a luminance key 540 00:26:33,700 --> 00:26:36,233 is every time you are working with a mat 541 00:26:36,700 --> 00:26:38,566 remember that you want 542 00:26:38,800 --> 00:26:42,600 all your values to be normalized between 0 and 1 543 00:26:42,600 --> 00:26:44,566 you don't want values below 0 544 00:26:44,566 --> 00:26:45,533 so negative 545 00:26:45,533 --> 00:26:49,066 or you don't want values to be super white above 1 546 00:26:49,066 --> 00:26:53,466 so every time you're creating this luminance key 547 00:26:53,466 --> 00:26:54,666 in a manual way 548 00:26:54,666 --> 00:26:56,599 remember that in the great 549 00:26:56,733 --> 00:27:01,966 you should take the black and the white clamp on okay 550 00:27:01,966 --> 00:27:03,299 if you forget that 551 00:27:03,300 --> 00:27:06,700 and then you increase the white point sometimes 552 00:27:06,700 --> 00:27:09,900 you are going to increase your values beyond 1 553 00:27:09,900 --> 00:27:13,366 and that is going to create funky effects in the Chemix 554 00:27:13,366 --> 00:27:16,899 okay so just that to keep in mind 555 00:27:16,900 --> 00:27:20,666 so this could be a good effect to apply 556 00:27:20,733 --> 00:27:24,833 for the areas that are not in the alpha okay 557 00:27:25,533 --> 00:27:32,199 but what if the proling is actually the alpha well here 558 00:27:33,500 --> 00:27:36,433 what I did is just to apply a patch 559 00:27:37,200 --> 00:27:40,633 and the patch is going to be perfectly grain 560 00:27:40,700 --> 00:27:42,133 using the every grain 561 00:27:42,133 --> 00:27:46,233 so the structure of the grain is perfectly done 562 00:27:46,400 --> 00:27:49,066 but here you're gonna notice that 563 00:27:49,366 --> 00:27:51,766 between this area of the grain 564 00:27:52,133 --> 00:27:53,999 and this area of the grain 565 00:27:54,133 --> 00:27:57,499 there is some kind of softening 566 00:27:57,500 --> 00:28:01,200 here there is less grain than I expected 567 00:28:01,500 --> 00:28:04,166 and this is because I'm mixing 568 00:28:04,166 --> 00:28:06,166 the grain of the original plate 569 00:28:06,166 --> 00:28:08,399 with the grain of my patch 570 00:28:08,500 --> 00:28:11,900 and due to the graviations in here 571 00:28:12,200 --> 00:28:13,866 that in here 572 00:28:13,866 --> 00:28:15,233 around the center 573 00:28:15,600 --> 00:28:18,966 is creating that blending effect 574 00:28:18,966 --> 00:28:20,433 I show you before 575 00:28:21,166 --> 00:28:24,066 with the averaging of the grains 576 00:28:24,066 --> 00:28:28,666 so is actually contrasting each grain part 577 00:28:28,733 --> 00:28:32,233 so when you are adding two grains 578 00:28:32,266 --> 00:28:34,166 the result is less grain 579 00:28:34,566 --> 00:28:36,466 so how to fix that 580 00:28:36,600 --> 00:28:41,533 well let me show you in here a few ways of figuring out 581 00:28:41,533 --> 00:28:44,266 because there is no one single way 582 00:28:44,500 --> 00:28:47,500 depending on where are you applying the grain 583 00:28:47,500 --> 00:28:49,966 or your personal taste 584 00:28:50,000 --> 00:28:52,633 you're going to use one or another 585 00:28:52,766 --> 00:28:56,466 so let's start by this setup 586 00:28:56,566 --> 00:29:00,233 which is an special treatment of the fringe well 587 00:29:00,300 --> 00:29:01,566 to understand this 588 00:29:01,566 --> 00:29:03,399 you first need to understand 589 00:29:03,400 --> 00:29:04,800 what's the fringe 590 00:29:05,100 --> 00:29:08,833 the fringe represent in a mat 591 00:29:09,300 --> 00:29:13,066 whatever is not white or black 592 00:29:13,400 --> 00:29:19,666 so is increasing towards the center of the graviation 593 00:29:19,666 --> 00:29:23,633 between the inside and the outside 594 00:29:23,700 --> 00:29:27,500 okay so if I show you with an example 595 00:29:27,500 --> 00:29:29,966 is going to be easier to visualize 596 00:29:30,000 --> 00:29:33,166 so this is my shape 597 00:29:33,166 --> 00:29:36,199 which is just a circle with a soft area 598 00:29:36,666 --> 00:29:38,999 so in here the center of the circle 599 00:29:39,000 --> 00:29:42,033 is going to be the heart part of the circle 600 00:29:42,333 --> 00:29:45,766 in here the black is going to represent the outside 601 00:29:46,300 --> 00:29:50,300 and if I apply a mask okay 602 00:29:50,400 --> 00:29:53,000 just to apply a color correction 603 00:29:53,000 --> 00:29:53,800 like in here 604 00:29:53,800 --> 00:29:56,366 a grade to create this red 605 00:29:57,100 --> 00:29:59,966 this is a regular mask okay 606 00:29:59,966 --> 00:30:06,833 so what if I want to use the fringe of this mat 607 00:30:07,266 --> 00:30:08,899 to apply the color correction 608 00:30:08,900 --> 00:30:11,900 so this is the fringe in here 609 00:30:11,900 --> 00:30:13,400 how I apply the fringe 610 00:30:13,400 --> 00:30:19,000 well I went to the properties of the masking here 611 00:30:19,000 --> 00:30:20,466 of the color correction 612 00:30:20,533 --> 00:30:23,633 and you will find that this setup of the mask 613 00:30:23,966 --> 00:30:25,766 and inject invert 614 00:30:25,866 --> 00:30:28,099 and the fringe is available 615 00:30:28,100 --> 00:30:31,066 and you can see here that is actually 616 00:30:31,066 --> 00:30:32,566 using the pictures 617 00:30:32,566 --> 00:30:34,166 that are not outside 618 00:30:34,266 --> 00:30:36,966 not inside but in the middle 619 00:30:37,000 --> 00:30:39,766 and the more you are going towards 620 00:30:39,966 --> 00:30:42,466 the middle point of the gradient 621 00:30:42,566 --> 00:30:44,999 the more strength is going to have 622 00:30:45,000 --> 00:30:47,000 actually at the middle point 623 00:30:47,000 --> 00:30:48,566 is going to be full 624 00:30:48,566 --> 00:30:51,499 and then is going to decay towards the inside 625 00:30:51,500 --> 00:30:53,300 and towards the outside 626 00:30:53,300 --> 00:30:56,000 let me show you with the graphical representation 627 00:30:56,000 --> 00:30:57,866 so if this is the ramp 628 00:30:57,866 --> 00:31:00,366 as we saw in the slice 629 00:31:00,366 --> 00:31:02,499 to remember in here 630 00:31:02,733 --> 00:31:05,466 this is the normal ramp 631 00:31:05,733 --> 00:31:09,666 so the middle point is in here 632 00:31:09,733 --> 00:31:11,799 so in that middle point 633 00:31:11,966 --> 00:31:14,733 the strength of the mask is going to be at full 634 00:31:14,733 --> 00:31:16,066 so it's going to be here 635 00:31:16,066 --> 00:31:17,799 let me put it in another color 636 00:31:17,800 --> 00:31:21,833 so the strength is going to decay from the middle point 637 00:31:22,200 --> 00:31:24,200 to the outside 638 00:31:24,933 --> 00:31:26,499 and to the inside 639 00:31:26,500 --> 00:31:28,400 so it's actually doing this 640 00:31:31,900 --> 00:31:36,100 okay so is converting this linear ramp 641 00:31:36,133 --> 00:31:38,666 to this kind of triangle 642 00:31:38,666 --> 00:31:40,799 or pyramite okay 643 00:31:41,166 --> 00:31:44,699 so in here is the maximum strength 644 00:31:45,500 --> 00:31:48,133 this curve that I'm representing here 645 00:31:48,133 --> 00:31:51,566 this triangle is called solarisation 646 00:31:51,966 --> 00:31:55,766 okay so the solarization operation is actually 647 00:31:55,766 --> 00:31:57,733 to take those values 648 00:31:57,733 --> 00:32:00,333 and to create the maximum strength 649 00:32:00,333 --> 00:32:01,733 towards the middle point 650 00:32:01,733 --> 00:32:05,699 and then decay towards the 1 or the 0 values 651 00:32:05,700 --> 00:32:08,266 okay so it's going to be easier 652 00:32:09,133 --> 00:32:12,799 if I show you with a color look up 653 00:32:12,900 --> 00:32:14,800 okay so this is my image 654 00:32:14,800 --> 00:32:17,766 and this is the solarization operation 655 00:32:17,766 --> 00:32:19,166 using a color look up 656 00:32:19,166 --> 00:32:20,466 so a color look up 657 00:32:20,466 --> 00:32:21,133 as you know 658 00:32:21,133 --> 00:32:23,099 is just the curves 659 00:32:23,200 --> 00:32:27,633 okay so this is a solarization 660 00:32:27,900 --> 00:32:31,766 with the horizontal interpolation at the peak 661 00:32:31,766 --> 00:32:34,199 which means just that at this point 662 00:32:34,200 --> 00:32:37,800 and just using this softening for the decay 663 00:32:37,800 --> 00:32:40,066 okay but I can change that 664 00:32:40,266 --> 00:32:43,099 and use a more strict solarization 665 00:32:43,100 --> 00:32:45,666 by using the linear interpolation 666 00:32:45,666 --> 00:32:49,333 so this is an extreme solarization 667 00:32:49,333 --> 00:32:52,466 okay so the middle point is the cane 668 00:32:52,700 --> 00:32:54,166 in a linear fashion 669 00:32:54,166 --> 00:32:56,533 towards 0 and towards 1 670 00:32:56,533 --> 00:32:57,599 and you can see 671 00:32:57,766 --> 00:33:02,499 the only part or portion of the image that is taking 672 00:33:02,500 --> 00:33:06,400 is just what is not white or black 673 00:33:06,500 --> 00:33:10,766 okay so this is the solarization 674 00:33:10,766 --> 00:33:12,699 using a color look up okay 675 00:33:12,700 --> 00:33:15,900 so if you want to create a solarization by yourself 676 00:33:15,900 --> 00:33:19,033 is just as simple as taking 677 00:33:20,366 --> 00:33:22,566 a color look up here 678 00:33:24,400 --> 00:33:27,366 and just to go to the master or the alpha 679 00:33:27,366 --> 00:33:29,166 depending on the channel you want 680 00:33:29,200 --> 00:33:33,100 you create by pressing Alt and command in the centre 681 00:33:33,100 --> 00:33:34,300 then in here 682 00:33:34,300 --> 00:33:38,933 you modify the coordinates by manual inputs 683 00:33:38,933 --> 00:33:41,666 and then the X must be the same 684 00:33:41,766 --> 00:33:44,866 and in here the y 685 00:33:44,900 --> 00:33:46,066 as I put it 686 00:33:47,266 --> 00:33:50,066 the y must be 0 okay 687 00:33:50,066 --> 00:33:51,299 and then in the middle 688 00:33:51,366 --> 00:33:54,499 this must be point five 689 00:33:56,066 --> 00:33:59,899 and the Y1 okay 690 00:34:00,966 --> 00:34:04,566 and this is a soft solarize 691 00:34:04,733 --> 00:34:07,899 if you want the strict solarized 692 00:34:07,900 --> 00:34:10,400 you go to the interpolation linear 693 00:34:10,600 --> 00:34:13,633 and that is the solarization okay 694 00:34:14,066 --> 00:34:16,566 so you can create by yourself 695 00:34:16,566 --> 00:34:17,599 and then you can decide 696 00:34:17,600 --> 00:34:21,733 if you want more portions towards the outside 697 00:34:21,733 --> 00:34:24,533 or more portions towards the inside 698 00:34:24,533 --> 00:34:26,333 then you can play okay 699 00:34:26,333 --> 00:34:31,799 so I find myself easier to work with the color look up 700 00:34:31,800 --> 00:34:36,033 because sometimes you want to create a portion manually 701 00:34:36,166 --> 00:34:38,566 or just reduce the other side 702 00:34:38,866 --> 00:34:42,966 and in here you can do it graphically okay 703 00:34:43,466 --> 00:34:44,133 by contrary 704 00:34:44,133 --> 00:34:46,766 if you are using the automatic way 705 00:34:46,766 --> 00:34:49,166 that is the only setup you have 706 00:34:49,166 --> 00:34:51,566 okay so this is just for you 707 00:34:51,566 --> 00:34:55,033 to let you know that you can modify that mask 708 00:34:55,066 --> 00:34:57,666 whatever is going to work for your image 709 00:34:57,666 --> 00:34:58,833 is going to be good 710 00:34:58,866 --> 00:35:01,133 but at least you need to know how it works 711 00:35:01,133 --> 00:35:06,566 okay so let's go back to the result image 712 00:35:06,566 --> 00:35:08,299 because what I did in here 713 00:35:08,300 --> 00:35:10,933 is quite similar to the previous example 714 00:35:10,933 --> 00:35:11,999 but in this instance 715 00:35:12,000 --> 00:35:13,466 I change the method 716 00:35:13,466 --> 00:35:14,966 so what I did is 717 00:35:14,966 --> 00:35:19,199 I'm going to apply the noise for everything 718 00:35:19,200 --> 00:35:21,700 of course every time I'm applying a patch 719 00:35:21,700 --> 00:35:23,066 I'm going to the noise 720 00:35:23,066 --> 00:35:25,899 because I don't want to double the the grain 721 00:35:25,966 --> 00:35:27,999 I'm going to apply my patch 722 00:35:28,766 --> 00:35:31,566 and that patch is going to be pre 723 00:35:31,566 --> 00:35:34,966 multiply by this shape 724 00:35:35,400 --> 00:35:37,666 so in here I'm applying the alpha 725 00:35:38,133 --> 00:35:40,066 and I'm going to pre multiply 726 00:35:40,566 --> 00:35:44,099 then I'm going to put everything over okay 727 00:35:44,333 --> 00:35:48,999 and then what I'm going to do is an extra pass of grain 728 00:35:49,100 --> 00:35:51,966 and remember what I mentioned before about the sale 729 00:35:51,966 --> 00:35:53,999 randomization of the values 730 00:35:54,066 --> 00:35:55,966 what I mean is in here 731 00:35:56,133 --> 00:35:59,999 I need to apply exactly the same grain 732 00:36:00,000 --> 00:36:01,900 I'm applying to the original patch 733 00:36:01,900 --> 00:36:05,133 I cannot apply another layer of grain 734 00:36:05,133 --> 00:36:06,066 completely different 735 00:36:06,066 --> 00:36:09,766 because that the result is going to lose more grain 736 00:36:09,766 --> 00:36:10,999 that I'm going to add 737 00:36:11,133 --> 00:36:12,666 so what I did is 738 00:36:12,666 --> 00:36:14,933 I clone this grain 739 00:36:14,933 --> 00:36:16,366 and this other grain 740 00:36:16,366 --> 00:36:20,066 so the pattern and the randomization seat 741 00:36:20,066 --> 00:36:21,733 that I'm getting from each 742 00:36:21,733 --> 00:36:23,466 is exactly the same 743 00:36:23,466 --> 00:36:27,033 so in here I have the same setup 744 00:36:27,333 --> 00:36:29,099 that I got in the beginning 745 00:36:29,100 --> 00:36:32,600 but the point that I'm adding in here is 746 00:36:32,600 --> 00:36:36,433 I'm adding more grain to everything okay 747 00:36:37,200 --> 00:36:38,166 and in here 748 00:36:38,200 --> 00:36:40,066 and using the fringe 749 00:36:40,966 --> 00:36:43,699 just to isolate that area that is 750 00:36:43,700 --> 00:36:45,233 that is getting soft 751 00:36:45,900 --> 00:36:48,400 and I'm adding that extra grain 752 00:36:48,533 --> 00:36:51,733 so here have a look at difference 753 00:36:51,733 --> 00:36:53,999 so I'm going to put in there 754 00:36:54,000 --> 00:36:56,833 see that here 755 00:36:57,333 --> 00:36:58,399 you can notice 756 00:36:58,666 --> 00:37:00,966 it's not a massive difference in this case 757 00:37:00,966 --> 00:37:03,866 but you will find that in some shots 758 00:37:03,933 --> 00:37:06,699 this difference is going to be quite a lot 759 00:37:06,866 --> 00:37:09,099 okay so with this 760 00:37:09,100 --> 00:37:10,566 the nice thing is 761 00:37:10,566 --> 00:37:13,066 I can play with the key mix 762 00:37:13,200 --> 00:37:15,433 and going towards 763 00:37:15,700 --> 00:37:17,500 a more grainy results 764 00:37:17,500 --> 00:37:18,700 or reducing 765 00:37:19,600 --> 00:37:21,200 to a natural 766 00:37:21,200 --> 00:37:24,333 without any grain add 767 00:37:24,333 --> 00:37:25,733 okay so in here 768 00:37:25,733 --> 00:37:27,066 you can play a bit 769 00:37:27,066 --> 00:37:29,399 I find that usually 770 00:37:29,466 --> 00:37:33,099 the best result is around 0.25 771 00:37:33,100 --> 00:37:34,300 because of course 772 00:37:34,300 --> 00:37:37,233 you are getting already grain in there 773 00:37:37,333 --> 00:37:39,299 and it's mixing with the original grain 774 00:37:39,300 --> 00:37:42,333 so he's going to need kind of a 775 00:37:42,333 --> 00:37:44,399 an extra quarter just 776 00:37:44,400 --> 00:37:46,600 just for making the maths to work 777 00:37:46,600 --> 00:37:48,166 okay but it's not a rule 778 00:37:48,166 --> 00:37:50,766 so you will find that sometimes you need to add more 779 00:37:50,766 --> 00:37:52,899 sometimes you need to add less 780 00:37:52,966 --> 00:37:54,499 and at the end of the day 781 00:37:54,500 --> 00:37:57,700 this is an eye by eye process okay 782 00:37:58,200 --> 00:38:00,933 so in this case 783 00:38:00,933 --> 00:38:03,399 we find a work around 784 00:38:03,466 --> 00:38:07,599 to get the grain in those soft areas 785 00:38:08,466 --> 00:38:10,599 let's have a look at another way 786 00:38:10,766 --> 00:38:13,499 which is adding rain to the alpha 787 00:38:13,900 --> 00:38:16,066 well in this case 788 00:38:16,900 --> 00:38:20,633 probably this is not gonna work that much 789 00:38:20,666 --> 00:38:22,366 because I'm going to find 790 00:38:22,666 --> 00:38:23,766 like in here 791 00:38:23,766 --> 00:38:25,866 that the patch is not perfectly 792 00:38:26,366 --> 00:38:28,199 blend with the 793 00:38:28,366 --> 00:38:29,699 softening effect 794 00:38:30,066 --> 00:38:31,933 but this is just a good example 795 00:38:31,933 --> 00:38:33,633 to let you know that 796 00:38:33,933 --> 00:38:35,499 not all the techniques 797 00:38:35,500 --> 00:38:37,200 are going to work the same 798 00:38:37,200 --> 00:38:38,600 on all situations 799 00:38:38,600 --> 00:38:41,533 so that's why I want you to know all of them 800 00:38:41,533 --> 00:38:44,733 so you decide what to use in each case 801 00:38:44,733 --> 00:38:46,699 okay so when you need it 802 00:38:47,166 --> 00:38:48,966 what I did in here 803 00:38:49,533 --> 00:38:51,999 is actually blend 804 00:38:54,166 --> 00:39:00,766 the softening of my mat with differ 805 00:39:01,100 --> 00:39:02,533 differ is again 806 00:39:02,533 --> 00:39:05,866 a subtle randomization of frequencies in here 807 00:39:05,866 --> 00:39:11,666 so it's just kind of grain that I create in mono 808 00:39:11,666 --> 00:39:14,533 I means there is no randomization between the channels 809 00:39:14,533 --> 00:39:15,999 because what I'm going to do 810 00:39:16,000 --> 00:39:18,366 is just to apply it through the alpha 811 00:39:18,366 --> 00:39:19,799 so the alpha is just one channel 812 00:39:19,800 --> 00:39:22,833 so he's not going to make any difference actually 813 00:39:22,966 --> 00:39:25,266 so remember that in the beginning 814 00:39:25,266 --> 00:39:28,299 I was telling you about the frequencies 815 00:39:28,366 --> 00:39:33,099 so the grain in here 816 00:39:33,600 --> 00:39:35,100 the bigger is the grain 817 00:39:35,766 --> 00:39:38,533 the less frequency you are going to get 818 00:39:38,533 --> 00:39:41,299 in your grain pattern that you just created 819 00:39:41,366 --> 00:39:42,666 the differ by default 820 00:39:42,666 --> 00:39:45,966 is going to have a very high frequency 821 00:39:45,966 --> 00:39:48,933 because it's randomizing from pixel to pixels 822 00:39:48,933 --> 00:39:51,566 so if you apply a blur 823 00:39:51,800 --> 00:39:55,100 you will see that the effect you are going to observe 824 00:39:55,100 --> 00:39:58,766 is like the grain is actually being bigger 825 00:39:58,966 --> 00:39:59,499 but actually 826 00:39:59,500 --> 00:40:02,966 what you are doing is just creating clusters of pixels 827 00:40:02,966 --> 00:40:04,899 so the effect is actually 828 00:40:04,900 --> 00:40:06,500 that the grain is getting bigger 829 00:40:06,500 --> 00:40:09,400 but you are actually just changing the frequencies 830 00:40:09,400 --> 00:40:10,466 of that grain 831 00:40:10,500 --> 00:40:14,800 okay so I create this grain plate okay 832 00:40:15,900 --> 00:40:22,700 and what I did is to create it over a constant of 0.5 833 00:40:23,000 --> 00:40:26,233 because that is going to allocate 834 00:40:26,400 --> 00:40:28,766 all the randomizations 835 00:40:29,100 --> 00:40:32,766 starting from the middle point of the image okay 836 00:40:33,166 --> 00:40:37,899 so if I have a look at the slice tool 837 00:40:39,133 --> 00:40:40,199 in that point 838 00:40:42,166 --> 00:40:46,933 you will see that this is just constant image 839 00:40:46,933 --> 00:40:48,666 and as soon as I start with that 840 00:40:48,733 --> 00:40:52,566 see that is randomizing everything up and down 841 00:40:52,566 --> 00:40:53,699 quite strongly 842 00:40:53,700 --> 00:40:57,266 okay um in here 843 00:40:58,166 --> 00:40:59,199 I reduce the 844 00:40:59,200 --> 00:40:59,866 the frequency 845 00:40:59,866 --> 00:41:02,799 but this is still the amplitude 846 00:41:02,866 --> 00:41:04,566 is there okay 847 00:41:05,100 --> 00:41:07,066 now with this roto 848 00:41:07,066 --> 00:41:08,666 I'm applying an overly 849 00:41:08,666 --> 00:41:09,266 and remember 850 00:41:09,266 --> 00:41:12,233 that the overly is just adding the 851 00:41:12,700 --> 00:41:15,866 differences from the 0.5 852 00:41:15,866 --> 00:41:20,099 at we discuss in the class of the merge 853 00:41:20,200 --> 00:41:22,333 so what I'm going to do is 854 00:41:22,333 --> 00:41:25,899 I'm going to add the randomization of this grain 855 00:41:26,500 --> 00:41:28,166 to the areas in here 856 00:41:28,400 --> 00:41:29,633 not in the black 857 00:41:29,666 --> 00:41:30,799 not in the white 858 00:41:30,800 --> 00:41:32,300 but in the middle point 859 00:41:32,366 --> 00:41:36,866 so this is the effect of the overlay 860 00:41:37,000 --> 00:41:38,166 as you can see 861 00:41:38,166 --> 00:41:43,466 that is creating a grainy area of decay 862 00:41:43,766 --> 00:41:48,133 but is not perfectly white and black 863 00:41:48,133 --> 00:41:51,566 so you are having some areas that you are getting 864 00:41:51,566 --> 00:41:53,499 like a softness still 865 00:41:53,500 --> 00:41:54,966 same with the dark 866 00:41:54,966 --> 00:41:59,866 okay um that could be not noticeable 867 00:41:59,900 --> 00:42:03,333 but I prefer just to use a mathematical approach 868 00:42:03,333 --> 00:42:06,533 so if you don't want your grain to be notice 869 00:42:06,533 --> 00:42:09,933 remember that you need to have a hard edge 870 00:42:09,933 --> 00:42:12,099 so even if this is a grain 871 00:42:12,100 --> 00:42:14,033 the grain should be hard 872 00:42:14,133 --> 00:42:15,933 so what I did is 873 00:42:15,933 --> 00:42:18,533 I called the roll of contrast 874 00:42:18,533 --> 00:42:20,999 the roll of contrast is in here 875 00:42:21,333 --> 00:42:23,633 and this is a note 876 00:42:23,766 --> 00:42:26,199 where the contrast is going to be 877 00:42:26,200 --> 00:42:29,066 treat as mathematical value 878 00:42:29,066 --> 00:42:31,466 so is not like in the color correct 879 00:42:31,466 --> 00:42:36,266 this contrast is actually in a perceptible level 880 00:42:36,266 --> 00:42:41,799 okay so he's actually changing everything around 0.2 881 00:42:41,800 --> 00:42:44,800 which is the center of the middle point 882 00:42:45,133 --> 00:42:46,766 of the visual system in 883 00:42:46,766 --> 00:42:48,266 in the eye I mean 884 00:42:48,400 --> 00:42:49,533 but in here 885 00:42:49,533 --> 00:42:53,766 you decide where is the center of your transformations 886 00:42:53,766 --> 00:42:56,266 so in the center here 887 00:42:56,733 --> 00:43:00,866 what I did is just to increase the contrast quite high 888 00:43:00,866 --> 00:43:02,333 like a tree 889 00:43:02,333 --> 00:43:04,333 and still even if it's not perfect 890 00:43:04,333 --> 00:43:06,166 is going to work believe me 891 00:43:06,166 --> 00:43:08,799 or if you want to increase more contrast 892 00:43:08,966 --> 00:43:09,899 be my guest 893 00:43:09,900 --> 00:43:12,766 and increase the number in here 894 00:43:13,100 --> 00:43:16,266 the nice thing about the role of contrast 895 00:43:16,266 --> 00:43:19,766 is keeping your values between 0 and 1 896 00:43:19,866 --> 00:43:21,733 okay and in here 897 00:43:21,733 --> 00:43:26,533 you can also change the distribution of that center 898 00:43:26,533 --> 00:43:32,466 so you can go to a higher value or reduce 899 00:43:32,466 --> 00:43:35,099 just to make everything really hard 900 00:43:35,100 --> 00:43:38,466 okay so this could be understood 901 00:43:38,766 --> 00:43:42,266 as the center of the solarization 902 00:43:42,266 --> 00:43:46,566 so this is where is going to be your peak okay 903 00:43:48,300 --> 00:43:53,366 so now that we have a hard edge for every grain 904 00:43:53,800 --> 00:43:56,233 we can now copy to the original 905 00:43:56,366 --> 00:43:58,966 and create the primal duplication 906 00:43:58,966 --> 00:44:01,866 so see the difference now 907 00:44:02,333 --> 00:44:05,666 okay so the difference is now mainly 908 00:44:06,500 --> 00:44:11,533 that you are randomizing those soft areas 909 00:44:11,533 --> 00:44:14,499 okay so when you apply that at the end 910 00:44:14,566 --> 00:44:16,299 as you can see here on top 911 00:44:17,200 --> 00:44:18,600 you're not going to see 912 00:44:18,866 --> 00:44:21,299 where the grain is going to mix with the other 913 00:44:21,300 --> 00:44:23,966 because it's actually not blending 914 00:44:23,966 --> 00:44:28,799 it's actually grain on top of other grain okay um 915 00:44:28,966 --> 00:44:32,633 this is the second process of adding grain 916 00:44:32,933 --> 00:44:35,166 to the soft areas 917 00:44:35,400 --> 00:44:37,866 you can go the other way around 918 00:44:38,100 --> 00:44:42,600 and he's making your soft areas super hard 919 00:44:42,733 --> 00:44:46,699 and then apply the grain to all the hard areas 920 00:44:46,700 --> 00:44:49,033 and put everything on top 921 00:44:49,133 --> 00:44:51,799 it's going to be easier if I show you here 922 00:44:52,266 --> 00:44:56,199 so what I did is exactly the same patch okay 923 00:44:56,300 --> 00:45:01,700 and in here I have exactly my same soft patch 924 00:45:02,133 --> 00:45:04,199 what I'm doing is copying 925 00:45:04,200 --> 00:45:05,400 prim multiplying 926 00:45:06,166 --> 00:45:10,466 but what I did now is 927 00:45:10,466 --> 00:45:13,099 okay in this case is going to be a bit silly 928 00:45:13,100 --> 00:45:15,666 because I just can't take this 929 00:45:16,133 --> 00:45:19,399 in my rotor and increase the feather fall off 930 00:45:19,400 --> 00:45:22,700 but I'm doing this even for other cases 931 00:45:22,733 --> 00:45:27,166 when you cannot just change the softening of your patch 932 00:45:27,166 --> 00:45:28,599 so in that case 933 00:45:28,600 --> 00:45:32,066 what I'm doing is mixing as I did before 934 00:45:32,066 --> 00:45:34,199 but instead of mixing with the original 935 00:45:34,200 --> 00:45:37,433 I'm going to mix with the V noise option 936 00:45:37,466 --> 00:45:41,366 okay so now I have my patch without noise 937 00:45:41,366 --> 00:45:44,933 be mixed with my original image without noise 938 00:45:44,933 --> 00:45:47,799 so we are at the same level right now 939 00:45:47,933 --> 00:45:50,566 um remember what I show you before 940 00:45:50,733 --> 00:45:55,433 about the difference of the original 941 00:45:55,500 --> 00:45:57,233 and the original with the effect 942 00:45:57,266 --> 00:46:01,699 well now I'm going to show you another way of isolating 943 00:46:01,766 --> 00:46:03,966 what is called the active area 944 00:46:04,333 --> 00:46:05,999 with this representing 945 00:46:06,000 --> 00:46:11,466 all the pixels change before and after a certain merge 946 00:46:11,566 --> 00:46:15,566 so in here I have this merge operation 947 00:46:15,600 --> 00:46:20,433 which is mixing the image without grain and the patch 948 00:46:20,533 --> 00:46:23,366 so if you want to isolate all the pixels 949 00:46:23,366 --> 00:46:25,233 that I am modifying 950 00:46:26,366 --> 00:46:30,599 from my patch to the V noise option in here 951 00:46:31,333 --> 00:46:34,433 you're going to use this combo of three nodes 952 00:46:34,666 --> 00:46:36,866 which is the difference 953 00:46:37,800 --> 00:46:39,400 which is representing 954 00:46:39,866 --> 00:46:41,166 in every channel 955 00:46:41,200 --> 00:46:42,900 everything that change 956 00:46:43,133 --> 00:46:44,066 as you can see 957 00:46:44,066 --> 00:46:47,466 there are pictures that are change more than others 958 00:46:48,200 --> 00:46:49,500 and now what I'm doing is 959 00:46:49,500 --> 00:46:52,300 I don't want to preserve the difference 960 00:46:52,366 --> 00:46:54,066 for every channel 961 00:46:54,066 --> 00:46:57,266 so for me every pixel that has change 962 00:46:57,266 --> 00:46:59,266 is important as a whole 963 00:46:59,266 --> 00:47:00,599 not for channels 964 00:47:00,766 --> 00:47:02,933 so I'm going to reduce the saturation 965 00:47:02,933 --> 00:47:06,366 but this time I'm going to use another luminance math 966 00:47:06,366 --> 00:47:08,933 which is the maximum okay 967 00:47:08,933 --> 00:47:12,299 the maximum is going to preserve for every channel 968 00:47:12,300 --> 00:47:13,700 the maximum value 969 00:47:13,700 --> 00:47:16,700 okay so now at the end 970 00:47:16,700 --> 00:47:20,033 what I'm going to put is a grade in here 971 00:47:20,766 --> 00:47:21,599 just for the alpha 972 00:47:21,600 --> 00:47:24,266 which is the channel that I'm aiming for 973 00:47:25,066 --> 00:47:26,499 and in there 974 00:47:26,500 --> 00:47:29,000 what I put is the white point 975 00:47:29,066 --> 00:47:31,099 to be at zero 976 00:47:31,333 --> 00:47:34,399 that is going to create that 977 00:47:34,400 --> 00:47:35,633 every pixel 978 00:47:36,100 --> 00:47:38,300 that is not at zero 979 00:47:39,100 --> 00:47:41,066 is going to be white 980 00:47:42,100 --> 00:47:43,466 okay in here 981 00:47:43,466 --> 00:47:44,133 as you can see 982 00:47:44,133 --> 00:47:47,899 there is a certain kind of antialius okay 983 00:47:47,900 --> 00:47:48,933 and that is normal 984 00:47:48,933 --> 00:47:50,366 even in other cases 985 00:47:50,366 --> 00:47:51,633 you will find that there are 986 00:47:51,800 --> 00:47:54,966 areas of some kind of semi transparency 987 00:47:54,966 --> 00:47:56,199 if I reduce 988 00:47:56,200 --> 00:47:59,966 you will see that your image is now changing 989 00:47:59,966 --> 00:48:04,299 so what I want is all my pixels to be 990 00:48:04,566 --> 00:48:06,699 or white or black 991 00:48:06,700 --> 00:48:07,866 nothing in the middle 992 00:48:07,866 --> 00:48:09,866 okay so how 993 00:48:09,866 --> 00:48:11,899 well you can use the gamma 994 00:48:12,000 --> 00:48:15,000 and there is some number you can use in this gamma 995 00:48:15,000 --> 00:48:19,400 which is in here one 996 00:48:20,600 --> 00:48:25,000 with one two 3 4 5 six 997 00:48:25,133 --> 00:48:28,266 7 and eight zeros 998 00:48:28,533 --> 00:48:30,766 why eight zeros 999 00:48:30,966 --> 00:48:33,299 you know it's because of the precision 1000 00:48:33,766 --> 00:48:39,033 of the 32 bit froaking point calculations within milk 1001 00:48:39,400 --> 00:48:42,166 the key Valentina decimal representation 1002 00:48:42,366 --> 00:48:46,366 of a step between 1003 00:48:47,500 --> 00:48:50,633 value of the 32 bit floating point 1004 00:48:50,800 --> 00:48:57,566 is around at 0.7 zeros of precision and one value 1005 00:48:57,600 --> 00:49:02,333 so that if we revert that effect using the gamma 1006 00:49:02,333 --> 00:49:05,899 if we put one with eight zeros 1007 00:49:05,900 --> 00:49:08,633 we are going to increase the gamma enough 1008 00:49:08,666 --> 00:49:11,599 just to cover all the steps in there 1009 00:49:11,600 --> 00:49:12,566 okay of course 1010 00:49:12,566 --> 00:49:14,299 if you use more 1011 00:49:14,300 --> 00:49:16,500 you are going to have the same result 1012 00:49:16,500 --> 00:49:18,333 if you have less probably 1013 00:49:18,333 --> 00:49:21,199 you are not going to have a quite visible result 1014 00:49:21,200 --> 00:49:23,333 but it's going to be the same there 1015 00:49:23,333 --> 00:49:25,266 okay so here you are 1016 00:49:25,266 --> 00:49:26,666 once you apply that 1017 00:49:26,966 --> 00:49:31,999 all your pixels are 0 or 1 1018 00:49:32,100 --> 00:49:33,266 let's look at the alpha 1019 00:49:33,533 --> 00:49:36,266 okay so I copied there 1020 00:49:36,933 --> 00:49:39,099 remember that we are working with a mat 1021 00:49:39,100 --> 00:49:42,200 so black clamp and white clamp 1022 00:49:42,900 --> 00:49:44,266 now we copy there 1023 00:49:44,533 --> 00:49:48,499 we apply the grain through everything okay 1024 00:49:49,100 --> 00:49:54,666 and now we pre multiply using that portion okay 1025 00:49:55,333 --> 00:49:59,166 then we merge everything together 1026 00:49:59,400 --> 00:50:00,500 and here you are 1027 00:50:00,500 --> 00:50:04,266 you are not going to get any step from the grain 1028 00:50:04,766 --> 00:50:05,799 and the patch 1029 00:50:06,333 --> 00:50:08,866 the proling with this method is 1030 00:50:08,866 --> 00:50:11,699 you are going to add areas 1031 00:50:12,800 --> 00:50:15,800 from the regional that has changed 1032 00:50:15,800 --> 00:50:19,000 let me show you with this area of action I created 1033 00:50:19,000 --> 00:50:22,500 this is quite similar to the isolation I did in here 1034 00:50:22,500 --> 00:50:23,600 for the difference 1035 00:50:23,600 --> 00:50:24,700 but in here 1036 00:50:24,733 --> 00:50:27,633 what I did is using a clamp okay 1037 00:50:27,700 --> 00:50:29,766 so if you use a clamp 1038 00:50:29,766 --> 00:50:31,199 and you enable everything 1039 00:50:31,200 --> 00:50:34,200 and you have values that are 0 or 1 1040 00:50:34,200 --> 00:50:36,400 so everything that is not 0 1041 00:50:36,400 --> 00:50:37,600 is going to be 1 1042 00:50:37,600 --> 00:50:41,833 okay so is another method of calculating the same thing 1043 00:50:41,966 --> 00:50:44,599 so you are changing all this area 1044 00:50:45,000 --> 00:50:46,100 and probably 1045 00:50:46,466 --> 00:50:47,599 the area you are 1046 00:50:47,966 --> 00:50:50,766 just aiming to change is the area of the eye 1047 00:50:50,766 --> 00:50:51,599 like in here 1048 00:50:51,600 --> 00:50:55,000 so I'm adding in here an area 1049 00:50:55,733 --> 00:50:58,566 that is being slightly soft 1050 00:51:00,333 --> 00:51:01,133 see 1051 00:51:02,466 --> 00:51:03,899 by the d noise 1052 00:51:04,100 --> 00:51:06,500 so this is the only inconvenient 1053 00:51:06,500 --> 00:51:10,100 I find when I'm using this method 1054 00:51:10,100 --> 00:51:11,533 okay it's very good 1055 00:51:11,533 --> 00:51:12,466 it's gonna work 1056 00:51:12,466 --> 00:51:14,933 it's going to be practically not noticeable 1057 00:51:14,933 --> 00:51:16,066 if well done 1058 00:51:16,733 --> 00:51:19,399 but it's gonna work very well 1059 00:51:19,600 --> 00:51:22,266 when you have a soft image 1060 00:51:22,266 --> 00:51:25,266 or your patch is mixing with a soft area 1061 00:51:25,466 --> 00:51:29,366 but as soon as you get any kind of detail in there 1062 00:51:29,666 --> 00:51:33,799 that detail is going to be slightly lost 1063 00:51:34,066 --> 00:51:36,399 okay so nothing major 1064 00:51:36,400 --> 00:51:38,766 but something to keep in mind 1065 00:51:38,800 --> 00:51:42,533 okay so this area of action we just discuss 1066 00:51:42,533 --> 00:51:46,366 could be a good way of interacting with the image 1067 00:51:46,366 --> 00:51:49,933 just to understand what areas of the image has changed 1068 00:51:49,933 --> 00:51:53,866 so for quality control or quality checks 1069 00:51:54,200 --> 00:51:55,300 you can understand 1070 00:51:55,300 --> 00:51:58,500 what areas of the image you actually change 1071 00:51:58,533 --> 00:52:02,199 if you are creating a rig removal 1072 00:52:02,533 --> 00:52:05,399 and then you find yourself that you are changing areas 1073 00:52:05,400 --> 00:52:07,900 that are not supposed to be changed 1074 00:52:08,000 --> 00:52:10,200 that is something to address 1075 00:52:10,200 --> 00:52:11,566 so in this area 1076 00:52:11,566 --> 00:52:12,966 everything is working fine 1077 00:52:12,966 --> 00:52:14,699 because I was changing the eye 1078 00:52:14,700 --> 00:52:16,766 and is just changing that area 1079 00:52:16,766 --> 00:52:19,666 and also those markers that were in 1080 00:52:19,666 --> 00:52:21,233 in there okay 1081 00:52:21,600 --> 00:52:25,300 so this is the difference from the regional 1082 00:52:26,800 --> 00:52:31,700 okay so this is a good companion of methodologies 1083 00:52:31,700 --> 00:52:34,100 to mixing the grain um 1084 00:52:34,466 --> 00:52:36,699 don't underestimate the grain 1085 00:52:36,700 --> 00:52:39,633 because it's a process that is quite complex 1086 00:52:39,666 --> 00:52:41,799 and even if you pay a lot of attention 1087 00:52:41,800 --> 00:52:44,033 to many aspects of the CG 1088 00:52:44,133 --> 00:52:48,733 um the integration and lighting and everything 1089 00:52:48,733 --> 00:52:51,499 but then your grain fails 1090 00:52:51,533 --> 00:52:53,466 everything is gonna fail 1091 00:52:53,600 --> 00:52:58,600 okay so I hope you find this class interesting 1092 00:52:58,666 --> 00:53:00,999 um that's all for this week 1093 00:53:01,066 --> 00:53:02,299 if you have any comments 1094 00:53:02,300 --> 00:53:04,300 questions or suggestions 1095 00:53:04,300 --> 00:53:06,300 please post them in the forums 1096 00:53:06,566 --> 00:53:08,599 and until next week 1097 00:53:08,600 --> 00:53:12,500 this has been Victor Perez for FX PhD 1098 00:53:12,866 --> 00:53:14,033 thanks for watching 78182

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